[The AMC TC] Episode 2 Mission 6 : Ghost Ship [No Commentary]
After returning from the Shadow Realm, James pulls out some more missions for the team. Since we're NOT DOING MADAGASCAR, we skip straight to Micky investigating the whereabouts of a Prototype Event Horizon styled EDF airship. To get to the flying fortress, he needs to get teleported there from an EDF base, which just so happens to be under attack.
NOTE: Due to some issues, both technical and my own dumbassness, I can't show a couple of Notables properly. Their Timestamps are marked with two asterisks ** to show they require careful reading if you're using this as a walkthrough.
00:33 -- Mission Start
~~NOTABLE SECRETS AND ITEMS~~
01:50 -- At the end of the cell block there's a Mini-Shrinker. You don't need it for the broken doors in this area, so only grab it if you REAAAAALLY want it, since you can't come back here for it.
07:36 -- Go out the window to the right to reach a room separated from the ship by poison gas (08:22), with a switch that gains you your Slot 3, and access to the Engine Room from under the Ship.
Go out the window to the left instead to reach an actual secret(10:54), containing Super Armour and Slot 4 ammo, and gets you to the back of the ship quickly.
**11:40 -- In the Laboratory (Rear of the ship, East side, through the Firing Range) there's a Red Keycard, two researches, one bundle of C4, and a Weapon Unlock. One research and one Weapon Unlock are
*14:11 -- The second bundle of C4 is in the Garage(?), opposite side of the ship from the Lab. The more important thing in this room is the giant voxel Deck Gun, which you'll absolutely want. Flick the switch on the desk near the C4 to send it where it needs to be.
17:08 -- The Front-Western area of the ship is the Shower/Laundry/Locker Room. Find the darkened locker in here for the Gas Mask.
19:22 -- If you're stuck trying to get to the Second Floor, head to the Engine Room at the rear of the ship, and take the bright silver elevators up. In this Engine area you'll also find a fair amount of health in kits and wall-units, and your Slot 0. Up the elevators, each Sleeping Quarters has a side-room with weapons: your Slot 7 in one, and an MIA Gun in the other.
*20:40: -- Use the Red Keycard from the Lab on the hub's Second Floor. This gets you into the Cafeteria, where you'll find a Toolbox in the kitchen at the back.
**24:10 -- Next stop is the Blue Keycard. You have to head through the red sci-fi looking door on the hub's Third Floor West side, then take an immediate right through another identical door into the Recycling Room. The Blue Keycard's in the broken recycling tank right at the back.
26:04 -- There's a secret in the Third Floor of the Cafeteria, where you can break a fan vent to find some nightvision goggles.
**30:47 -- This one I forgot just due to incompetence: when you hit the Eye Button in the Abyssal room, remember to head to the back of the Offices - it unlocks the Captain's Quarters at the back where you get some Evidence and one of Micky's weapons.
*33:02 -- The Bronze Key (even though the sprite is very golden) is on the eastern side of the offices. Hop to the direct opposite side of the offices to use it and get the Yellow Keycard.
34:36 -- Before you kick off the final shitstorm, use the Zipline off the Western side of the upper deck. This will get you the last secret. Just make sure you let go of the Zipline with good timing. Also...
37:26 -- Turn on all the missile defense turrets on the main deck. They're not critical, but get the lengthy ending sequence over quicker.
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